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Allow skin elements to find closest anchor

- Resolves ppy/osu#13252
- Add localisation strings for the context menu instead of using enum
This commit is contained in:
Robin Avery 2021-06-06 01:18:30 -04:00
parent cce0220060
commit c452715bf1
2 changed files with 262 additions and 27 deletions

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@ -0,0 +1,74 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Localisation
{
public static class SkinEditorStrings
{
private const string prefix = "osu.Game.Localisation.SkinEditor";
/// <summary>
/// "anchor"
/// </summary>
public static LocalisableString Anchor => new TranslatableString(getKey("anchor"), "anchor");
/// <summary>
/// "origin"
/// </summary>
public static LocalisableString Origin => new TranslatableString(getKey("origin"), "origin");
/// <summary>
/// "top-left"
/// </summary>
public static LocalisableString TopLeft => new TranslatableString(getKey("top_left"), "top-left");
/// <summary>
/// "top-centre"
/// </summary>
public static LocalisableString TopCentre => new TranslatableString(getKey("top_centre"), "top-centre");
/// <summary>
/// "top-right"
/// </summary>
public static LocalisableString TopRight => new TranslatableString(getKey("top_right"), "top-right");
/// <summary>
/// "centre-left"
/// </summary>
public static LocalisableString CentreLeft => new TranslatableString(getKey("centre_left"), "centre-left");
/// <summary>
/// "centre"
/// </summary>
public static LocalisableString Centre => new TranslatableString(getKey("centre"), "centre");
/// <summary>
/// "centre-right"
/// </summary>
public static LocalisableString CentreRight => new TranslatableString(getKey("centre_right"), "centre-right");
/// <summary>
/// "bottom-left"
/// </summary>
public static LocalisableString BottomLeft => new TranslatableString(getKey("bottom_left"), "bottom-left");
/// <summary>
/// "bottom-centre"
/// </summary>
public static LocalisableString BottomCentre => new TranslatableString(getKey("bottom_centre"), "bottom-centre");
/// <summary>
/// "bottom-right"
/// </summary>
public static LocalisableString BottomRight => new TranslatableString(getKey("bottom_right"), "bottom-right");
/// <summary>
/// "closest"
/// </summary>
public static LocalisableString Closest => new TranslatableString(getKey("closest"), "closest");
private static string getKey(string key) => $"{prefix}:{key}";
}
}

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@ -4,22 +4,152 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Extensions;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using Humanizer;
using osu.Game.Localisation;
namespace osu.Game.Skinning.Editor
{
public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
{
/// <summary>
/// <p>Keeps track of whether a <see cref="Drawable"/> is using the closest <see cref="Drawable.Anchor">anchor point</see> within its <see cref="Drawable.Parent">parent</see>,
/// or whether the user is overriding its anchor point.</p>
/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Key">key</see> is either a direct cast of an Anchor value, or it is equal to <see cref="hash_of_closest_anchor_menu_item"/>. This is done
/// because the "Closest" menu item is not a valid anchor, so something other than an anchor must be used.</p>
/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Value">value</see> is a <see cref="BindableBool"/>. If the <see cref="Bindable{T}.Value"/> is <see langword="false"/>, the user has
/// overridden the anchor point.
/// If <see langword="true"/>, the closest anchor point is assigned to the Drawable when it is either dragged by the user via <see cref="HandleMovement"/>, or when "Closest" is assigned from
/// the anchor context menu via <see cref="applyAnchor"/>.</p>
/// </summary>
/// <remarks>
/// <p>A <see cref="ConditionalWeakTable{TKey,TValue}">ConditionalWeakTable</see> is preferable to a <see cref="Dictionary{TKey,TValue}">Dictionary</see> because a Dictionary will keep
/// orphaned references to a Drawable forever, unless manually pruned</p>
/// <p><see cref="BindableBool"/> is used as a thin wrapper around <see cref="Boolean">bool</see> because ConditionalWeakTable requires a reference type as both a key and a value.</p>
/// </remarks>
private readonly ConditionalWeakTable<Drawable, BindableBool> isDrawableUsingClosestAnchorLookup = new ConditionalWeakTable<Drawable, BindableBool>();
/// <summary>
/// The hash code of the "Closest" menu item in the anchor point context menu.
/// </summary>
/// <remarks>This does not need to change with locale; it need only be constant and distinct from any <see cref="Anchor"/> values.</remarks>
private static readonly int hash_of_closest_anchor_menu_item = @"Closest".GetHashCode();
/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
private static readonly LocalisableString[] unbound_anchor_menu_items =
{
SkinEditorStrings.Closest,
SkinEditorStrings.TopLeft,
SkinEditorStrings.TopCentre,
SkinEditorStrings.TopRight,
SkinEditorStrings.CentreLeft,
SkinEditorStrings.Centre,
SkinEditorStrings.CentreRight,
SkinEditorStrings.BottomLeft,
SkinEditorStrings.BottomCentre,
SkinEditorStrings.BottomRight,
};
/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
private static readonly int[] anchor_menu_hashes =
new[]
{
Anchor.TopLeft,
Anchor.TopCentre,
Anchor.TopRight,
Anchor.CentreLeft,
Anchor.Centre,
Anchor.CentreRight,
Anchor.BottomLeft,
Anchor.BottomCentre,
Anchor.BottomRight,
}
.Cast<int>()
.Prepend(hash_of_closest_anchor_menu_item)
.ToArray();
private Dictionary<int, ILocalisedBindableString> localisedAnchorMenuItems;
private Dictionary<int, ILocalisedBindableString> localisedOriginMenuItems;
private ILocalisedBindableString localisedAnchor;
private ILocalisedBindableString localisedOrigin;
[BackgroundDependencyLoader]
private void load(LocalisationManager localisation)
{
localisedAnchor = localisation.GetLocalisedString(SkinEditorStrings.Anchor);
localisedOrigin = localisation.GetLocalisedString(SkinEditorStrings.Origin);
var boundAnchorMenuItems = unbound_anchor_menu_items.Select(localisation.GetLocalisedString).ToArray();
var anchorPairs = anchor_menu_hashes.Zip(boundAnchorMenuItems, (k, v) => new KeyValuePair<int, ILocalisedBindableString>(k, v)).ToArray();
localisedAnchorMenuItems = new Dictionary<int, ILocalisedBindableString>(anchorPairs);
var originPairs = anchorPairs.Where(pair => pair.Key != hash_of_closest_anchor_menu_item);
localisedOriginMenuItems = new Dictionary<int, ILocalisedBindableString>(originPairs);
}
private Anchor getClosestAnchorForDrawable(Drawable drawable)
{
var parent = drawable.Parent;
if (parent == null)
return drawable.Anchor;
// If there is a better way to get this information, let me know. Was taken from LogoTrackingContainer.ComputeLogoTrackingPosition
// I tried a lot of different things, such as just using Position / ChildSize, but none of them worked properly.
var screenPosition = getOriginPositionFromQuad(drawable.ScreenSpaceDrawQuad, drawable.Origin);
var absolutePosition = parent.ToLocalSpace(screenPosition);
var factor = parent.RelativeToAbsoluteFactor;
var result = default(Anchor);
static Anchor getTieredComponent(float component, Anchor tier0, Anchor tier1, Anchor tier2) =>
component >= 2 / 3f
? tier2
: component >= 1 / 3f
? tier1
: tier0;
result |= getTieredComponent(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2);
result |= getTieredComponent(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2);
return result;
}
private Vector2 getOriginPositionFromQuad(in Quad quad, Anchor origin)
{
var result = quad.TopLeft;
if (origin.HasFlagFast(Anchor.x2))
result.X += quad.Width;
else if (origin.HasFlagFast(Anchor.x1))
result.X += quad.Width / 2f;
if (origin.HasFlagFast(Anchor.y2))
result.Y += quad.Height;
else if (origin.HasFlagFast(Anchor.y1))
result.Y += quad.Height / 2f;
return result;
}
/// <remarks>Defaults to <see langword="true"/>, meaning anchors are closest by default.</remarks>
private BindableBool isDrawableUsingClosestAnchor(Drawable drawable) => isDrawableUsingClosestAnchorLookup.GetValue(drawable, _ => new BindableBool(true));
// There may be a more generalised form of this somewhere in the codebase. If so, use that.
private static string getSentenceCaseLocalisedString(ILocalisedBindableString ls) => ls.Value.Transform(To.SentenceCase);
[Resolved]
private SkinEditor skinEditor { get; set; }
@ -151,11 +281,24 @@ namespace osu.Game.Skinning.Editor
{
Drawable drawable = (Drawable)c.Item;
drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
updateDrawableAnchorIfUsingClosest(drawable);
}
return true;
}
private void updateDrawableAnchorIfUsingClosest(Drawable drawable)
{
if (!isDrawableUsingClosestAnchor(drawable).Value) return;
var closestAnchor = getClosestAnchorForDrawable(drawable);
if (closestAnchor == drawable.Anchor) return;
updateDrawableAnchor(drawable, closestAnchor);
}
protected override void OnSelectionChanged()
{
base.OnSelectionChanged();
@ -171,42 +314,35 @@ namespace osu.Game.Skinning.Editor
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
{
yield return new OsuMenuItem("Anchor")
int checkAnchor(Drawable drawable) =>
isDrawableUsingClosestAnchor(drawable).Value
? hash_of_closest_anchor_menu_item
: (int)drawable.Anchor;
yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedAnchor))
{
Items = createAnchorItems(d => d.Anchor, applyAnchor).ToArray()
Items = createAnchorItems(localisedAnchorMenuItems, checkAnchor, applyAnchor).ToArray()
};
yield return new OsuMenuItem("Origin")
yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedOrigin))
{
Items = createAnchorItems(d => d.Origin, applyOrigin).ToArray()
// Origins can't be "closest" so we just cast to int
Items = createAnchorItems(localisedOriginMenuItems, d => (int)d.Origin, applyOrigin).ToArray()
};
foreach (var item in base.GetContextMenuItemsForSelection(selection))
yield return item;
IEnumerable<TernaryStateMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
{
var displayableAnchors = new[]
IEnumerable<TernaryStateMenuItem> createAnchorItems(IDictionary<int, ILocalisedBindableString> items, Func<Drawable, int> checkFunction, Action<int> applyFunction) =>
items.Select(pair =>
{
Anchor.TopLeft,
Anchor.TopCentre,
Anchor.TopRight,
Anchor.CentreLeft,
Anchor.Centre,
Anchor.CentreRight,
Anchor.BottomLeft,
Anchor.BottomCentre,
Anchor.BottomRight,
};
var (hash, ls) = pair;
return displayableAnchors.Select(a =>
{
return new TernaryStateRadioMenuItem(a.ToString(), MenuItemType.Standard, _ => applyFunction(a))
return new TernaryStateRadioMenuItem(getSentenceCaseLocalisedString(ls), MenuItemType.Standard, _ => applyFunction(hash))
{
State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == a) }
State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == hash) }
};
});
}
}
private static void updateDrawablePosition(Drawable drawable, Vector2 screenSpacePosition)
@ -215,8 +351,10 @@ namespace osu.Game.Skinning.Editor
drawable.Parent.ToLocalSpace(screenSpacePosition) - drawable.AnchorPosition;
}
private void applyOrigin(Anchor anchor)
private void applyOrigin(int hash)
{
var anchor = (Anchor)hash;
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
@ -224,6 +362,8 @@ namespace osu.Game.Skinning.Editor
var previousOrigin = drawable.OriginPosition;
drawable.Origin = anchor;
drawable.Position += drawable.OriginPosition - previousOrigin;
updateDrawableAnchorIfUsingClosest(drawable);
}
}
@ -234,18 +374,39 @@ namespace osu.Game.Skinning.Editor
private Quad getSelectionQuad() =>
GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
private void applyAnchor(Anchor anchor)
private void applyAnchor(int hash)
{
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
var previousAnchor = drawable.AnchorPosition;
drawable.Anchor = anchor;
drawable.Position -= drawable.AnchorPosition - previousAnchor;
var anchor = getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(hash, drawable);
updateDrawableAnchor(drawable, anchor);
}
}
private static void updateDrawableAnchor(Drawable drawable, Anchor anchor)
{
var previousAnchor = drawable.AnchorPosition;
drawable.Anchor = anchor;
drawable.Position -= drawable.AnchorPosition - previousAnchor;
}
private Anchor getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(int hash, Drawable drawable)
{
var isUsingClosestAnchor = isDrawableUsingClosestAnchor(drawable);
if (hash == hash_of_closest_anchor_menu_item)
{
isUsingClosestAnchor.Value = true;
return getClosestAnchorForDrawable(drawable);
}
isUsingClosestAnchor.Value = false;
return (Anchor)hash;
}
private static void adjustScaleFromAnchor(ref Vector2 scale, Anchor reference)
{
// cancel out scale in axes we don't care about (based on which drag handle was used).